https://xitter.cf/t.co/1DsuwKhOTc 999

Joined January 2022
Replying to @Crudes @taycat03
the goat
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Cloud and Sephiroth battle in borderlands lmao
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Working on adding all of the party members from kh1 into the pass-through mod for borderlands 1
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tvllerr retweeted
TEARS OF THE KINGDOM IS NOW RUNNING NATIVELY ON MAC AND IPHONE 🚨 This isn't an emulator. The game's own ARM64 code runs directly on Apple chips, and its Switch graphics are rebuilt on Metal. Tested on an M4 MacBook Air, it gets around 90 FPS once shaders warm up. It also builds for iPhone 14 and newer, with full touch controls. The whole port was built with AI. Most of its commits are co-authored by Claude Opus.
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Mario Kart Wii meets COD Trickshotting soon(ish) 👀
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tvllerr retweeted
If you ever wanted to get into vibe coding mods, rewrites, mashups, etc then DeepSeek v4.1 Flash is now free on OpenCode. Used this model for quite a while after the OpenAI enshitifcation and it seemed to work great for a lot of my use cases - super fast as well.
DeepSeek V4.1 Flash is now free in OpenCode
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Just uploaded this to thunderstore so you can use it on ReSkate just search for cloud kh1 and buster sword board
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Try this kh1 x bl1 pass-through mod with the github in the replies still need a lot of feedback. Soras level syncs with your borderlands level and you get keyblades/magic/abilities at certain bl levels.
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tvllerr retweeted
MICROSOFT JUST CAVED TO THE MODDERS 🚨 Xbox is launching "Xbox Labs" to experiment with AI-assisted development, decompilation and cross-platform ports, and it wants players to become creators. Their own words: "Giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models." Community decomps and AI reverse engineering forced their hand. When you can't stop it, you join it.
Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team: Team, The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together. In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another. These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models. To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating. I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have. Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway. Asha
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Working on kingdom hearts x borderlands passthrough in the very early stages
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Updated the kingdom hearts 1 x borderlands 1 pass-through mod a bit
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tvllerr retweeted
Pinch me I must be dreaming…
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tvllerr retweeted
The Skate 3 tax is inevitable. NO GAME IS SAFE
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I put the entire game of terraria into my Macs Home Screen. it also runs on iPad and Nintendo DS.
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tvllerr retweeted
Ⓘ Ⓦ ④ Ⓛ + 🛹
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tvllerr retweeted
what the fuck is going on in my discord bro 🔥🔥
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Retiring COD Trickshotting for Mario Kart Trickshotting 🫡
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